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Topic: GMDX: Deus Ex Mod.
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67510ef10288cvoodoo47

Re: GMDX v6 Beta (DX Mod)
67510ef1028ed
can be something that only becomes apparent with hires mods.
Re: GMDX v6 Beta (DX Mod)
67510ef102c01
Lol @ the second vid when you got mauled by the dog.

USP was your crutch. In earlier versions/the version you have I forgot to raise the noise level (radius of sound event that alerts enemies) of the USP to match a similar value of the other guns. The vanilla/default noise level for most guns= 1, which was ridiculous and silencers were not needed. You can see this when you shot all the NSF in the second vid @11:45, the two in the back didn't even hear the gunshots.

Couple of visual anomalies on the warehouse map in the first vid, those are my doing (I made a last-minute rebuild on that map before releasing v5, should have seen BSP errors coming...).

I'll see if I can do something about the NSF "running the perimeter" (the hilarious part when they ran right up to you then away).

Shotgun wielders are mean up close aren't they :p Before they were hardly a threat.

Your determination is admirable, those NSF kicked your ass in the second vid, and it was very fun to watch.

Diagonal lasers in the basement, vanilla design, I'll change it, good thinking.

You don't need to be so scared of cameras, when they first tag you you have 5 seconds to do whatever and then hide.

I recommend upgrading your Microfibral muscle aug as you can then throw explosive barrels at bots, cameras, lasers etc, throw anything at anything.
« Last Edit: 26. June 2014, 23:48:12 by Join usss! »
Re: GMDX v6 Beta (DX Mod)
67510ef102d46
@AP: I see you have problems with save order. Perhaps you changed the sort order (name or date). In the save or load menus click on "date" and saves will be listed by date rather than name, the most recent save always being at the top.
Alternatively, whenever you die/mess up bad just press "/" key to reload the most recent save, as the hardcore mode prompt suggests.
Re: GMDX v6 Beta (DX Mod)
67510ef102e7f
Here's episode 5. There are some interesting glitches I encountered, such as falling through various parts of the level in Battery Park. Also, the abrupt ending is due to the game crashing, so it cuts off suddenly due to that
https://www.youtube.com/watch?v=rhx1jz-39MM
Re: GMDX v6 Beta (DX Mod)
67510ef103148
Glitches:

Batt.Park_03 falling through the floor: was that there vanilla? I must be responsible because I've never heard of or encountered it before. I'll get to fixing it up anyhow.

Brooklyn Bridge Station Lam event: vanilla glitch. Another ConEdit-related one.

Video itself:

Don't forget you have a thermoptic camo :)

Environmental Training is the cheapest skill and now allows you to stack camo/vests/suits in the inventory.
Hazmat has been tweaked to rely on the skill more (lvl1=20% dam reduction, lvl2=40%, lvl3=60%, lvl4/master=80%), in addition to there being more threatening hazards in the maps that hazmat is useful to counter.
Ballistic vest lasts much longer than vanilla in it's base value. This base value is multiplied to a greater degree than vanilla if you upgrade the skill.

Be wary of cameras spotting corpses. An alarm will never stop sounding until you deal with the camera or the corpse itself (gib it or pick it up & hide it elsewhere). This is what happened to you in the helibase sewers with all the turrets.
So in other words it's best to make sure you take any corpses with you to hide out of a camera's line of sight.
That reminds me, in the latest version the cameras give off different signals/alarms when they spot a corpse now, I should increase the sound radius just a touch for this also.

It's interesting how in hardcore mode everybody save-scums if near a save point (including myself), but of course the further you get from your last save the more intense it gets, save scumming is no longer viable and choice & consequence design really comes into play.

Again remember that with Microfibral muscle aug you can throw objects further, faster and harder (dealing damage to enemies, including bots if high enough aug level or using explosive crates) by clicking left mouse.
« Last Edit: 05. July 2014, 23:59:59 by Join usss! »
Re: GMDX v6 Beta (DX Mod)
67510ef103280
I just noticed another vanilla glitch/error, you can see it right there without playing the video; two separate skill awards of 100pts each instead of one of 200.

Oh, I don't suppose you have the log of your crash? Not likely but worth asking.
Re: GMDX v6 Beta (DX Mod)
67510ef1033a6
In terms of a crash log, is that something that is stored somewhere when the game shuts down (like a document or something) because unless that's the case, there was no indication from the game as to what went wrong.

Also, I end up using the Thermoptic camo the next episode, you'll just have to wait until then! (might be a while considering how long it took to compress the last video)
Re: GMDX v6 Beta (DX Mod)
67510ef103499
DeusEx.log. If you are using Kenties launcher it can be found in MyDocuments/DeusEx/System. However, it's a refreshed log every time you start the game up so it will be long gone.
Re: GMDX v6 Beta (DX Mod)
67510ef103762
Apologies for the TNT sensitivity problems. This is fixed in later versions. I remind you again that with your muscle aug you can power throw boxes and such. You can throw TNT boxes at a bot across the street and not risk damaging yourself for example. You can throw it away to safety, rather than feeling like you are holding a box of suicide.
Left Mouse button= Power throw. Right Mouse button= vanilla throw.
Everything in your environment becomes a deadly weapon, though you need more upgrades for it to be truly useful (and it is really useful).

Remember the divide / key found amongst the num keys can be used to load your last save immediately also.

You're doing good not getting stressed by the save points despite the beating you are getting, but every time you get sent back to one is the player's fault entirely (TNT design oversight of mine aside, again, sincere apologies).

It's fun watching you figure strategies out :)
« Last Edit: 15. July 2014, 04:18:47 by Join usss! »
Re: GMDX v6 Beta (DX Mod)
67510ef103857
I thought I was being sneaky with placing boxes on next to the turrets, did they break apart in vanilla game also? (when shot at)
Re: GMDX v6 Beta (DX Mod)
67510ef103987
"did they break vanilla?"

No. But they do take a beating before breaking so what you did is still a good tactic, you just stood around and gave it time to get you.
The large ones still do not break though, well they do in your version.

The primary reason they were made breakable was so you don't have "infinite ammo" when power throwing with the microfibral muscle aug. Those little boxes are deadly projectiles with aug lvl 3 or 4, especially if you aim for the head.
Re: GMDX v6 Beta (DX Mod)
67510ef103b02
Secondary reason was so they are no longer indestructible portable cover or can be used as indestructible barricades vs robots etc.
Re: GMDX v6 Beta (DX Mod)
67510ef103c58
Makes sense. I did a couple more episodes today and I'll likely be uploading them tomorrow. I'm followed your advice and tried to throw a crate at an MJ12 secretary, though since I only have it upgraded at level 2, it did nothing to break her stride. I eventually shot her in the face, though during that time a couple more soldiers had shown up at the scene and sneak attacked me with the plasma rifle. You'll see it all very soon. Trust me, you'll laugh, you'll cry, you'll kiss 20 minutes goodbye :pirate:
Re: GMDX v6 Beta (DX Mod)
67510ef103d68
Yeah aug lvl 3 and above a throw becomes a one hit kill against weaker enemies, though if you aim for the head on lower aug levels...

Edit: well, damage is based on mass, velocity, hit location and aug level. Lvl 2 is still deadly if you use heavy stuff too.
« Last Edit: 18. July 2014, 17:45:42 by Join usss! »
Re: GMDX v6 Beta (DX Mod)
67510ef105273
Here is the feature list for v6.1, to be released shortly. This may be the end of the line as it is now refined to a professional level of polish and I cannot progress much further without a competent team, a team I'll never find as the Deus Ex communities have become less active than this here board. Shame really as I still have a lot more planned, but it's current state I am more than happy with.

Feature list covers in this order:

New player-controlled mechanics
Weapons
AI
Skills
Augs
Hardcore Mode
Miscellaneous
Level Design
Bugs/exploits

NEW PLAYER-CONTROLLED MECHANICS THAT ARE NOT OBVIOUS/EXPLAINED IN-GAME:

1. If using the new & improved Microfibral Muscle augmentation & whilst holding an object, left mouse button= power throw, right mouse button= light throw.
2. Hold Q+E/lean left+lean right to lean up/peek over cover from crouch position, or to stand on tip toes from standing postion.
3. Double right click to pick up a corpse regardless of their inventory (originally you couldn't pick up a corpse unless you had taken all their inventory).
4. When hacking if detected due to low hacking skill you have 0.5 seconds to disconnect before an alarm is sounded and you are locked out. If you succeed there are no consequences but it is tough to pull off.
5. In the inventory screen drag and drop an item out of the interface as an alternate means to drop the item to the floor.


======================================

WEAPONS

======================================


GENERAL WEAPON ENHANCEMENTS:


Tactical Gameplay & choices:

-Redesigned recoil systems. Weapon skills no longer influence recoil, recoil mods only. Each individual weapon modified to produce suitable kick. 
Recoil plays a significant role in the shooter playstyle throughout the game as a result.
-Unsilenced weapons are noisier and will alert those in the immediate area.
-The player can also hear gunshots etc at further ranges. Originally enemies 20 or so meters away had silent weapons
-Less ammo to be found for all weapons to encourage more tactical gameplay.
-More weapon modding options.
-heavy weapons take up 6 inventory slots instead of 8, except for the GEP.


Simulated Effects:

-New sound effects for many weapons.
-Hittrace (ballistic) weaponry gives a smoke & spark effect when hitting a wall.
-Increased camera shake to give a visceral feeling of powerful recoil when shooting.
-Firing a semi-automatic weapon requires individual mouse clicks to simulate pulling the trigger each time and because it requires more skill. Originally if you held down 'shoot' a pistol would fire like an automatic weapon for example.

Scope Mod:

-Scope toggle is no longer restricted by rate of fire.
-No longer automatically zooms back in after reloading whilst looking through the scope.
-New zoom toggle sound effect.
-Greater variation in scope FOV dependant on the weapon.


Laser Mod:

-Turning laser on disables crosshair, turning it off again enables crosshair.
-Increased Laser blob size to make it possible for player to see at distance.
-Also has sound effects when toggling on/off.


Silencer mod:

-Due to weapons being louder the silencer mod is more vital than ever.
-Four variations in sound effects when firing with a silencer. Originally there was just one.
 


INDIVIDUAL WEAPON CHANGES:

Note: doesn't mention a number of the universal modifications listed above such as recoil changes.

__PISTOLS__


Pistol/Glock:

-The starting firearm. Outclassed by all other pistols.
-Reduced damage to prevent instakills to player's torso on realistic & hardcore.
-Faster rate of fire.
-Now can have Silencer.
-The only redundant firearm. In-game inventory description advises against using weapon mods on it.
-Unique SFX for firing both silenced and unsilenced.


Custom Glock (extends Pistol/glock):

-A secret weapon. Unique variant of the starting pistol.
-Higher Damage than the standard pistol/Glock.
-Larger clip size
-Faster rate of fire.
-Lower accuracy.
-Lower accurate range.
-More recoil.
-Longer reload time.
-All it's downsides can be somewhat negated through heavy weapon modification.


Stealth Pistol:

-Increased rate of fire.
-Increased Damage.
-Increased clip size.
-Less accurate range.

USP.10:

-New Pistol. Rivals the custom glock and stealth pistol.
-Well rounded.
-The only pistol that cannot have a scope.


Mini Xbow:

-Increased damage. Can now silently take down enemies at range easier. 
-Can have clip size mods but starts with 3 bolts per clip (default was 4).
-Lower base accuracy.
-Flare darts give off a touch more light.

PS20:

-Increased damage.
-More common.


__RIFLES__



Assault Gun:

-Can now have Scope mod.
-Can no longer have accurate range mods (they didn't do anything).
-Increased damage.
-Increased clip size.
-Unique sound effects for all actions.


UMP762c:

-New weapon. rivals the assault gun.
-Overall lesser than the assault gun, but is smaller in inventory size.
-Pistol skill governs the UMP's stats. (UMP stands for "Universale Maschinenpistole", German for "Universal Machine Pistol"). It fits nicely here for balancing
reasons also.


Assault Shotgun:

-Increased damage
-Can have range mods.
-Unique SFX for firing, equipping and reloading.
-Is no longer fully automatic. Press shoot for every satisfying blast.
-special tracer effects when wielded by an enemy.


Sawn-off shotgun:

-Increased damage.
-Can have range mods.
-Special tracer effects when wielded by an enemy.


Sniper Rifle:

-Lower base accuracy.
-Faster rate of fire.
-Unique sound effects for firing both silenced and unsilenced, as well as toggling the scope.


Custom Sniper Rifle (extends sniper rifle):

-Secret weapon. Unique variant of the sniper rifle.
-Faster rate of fire
-More recoil.
-Larger magazine size.
-Greater accuracy.
-Due to heavy barrel modification cannot be silenced.
-Has a custom skin.


__HEAVY WEAPONS__



Plasma Rifle:

-Increased damage.
-Using range mods increases projectile speed.
-Slightly improved plasma effects.
-Fixed fire sound bug.
-Unique sFX when toggling the scope.


GEP gun:

-No lock-on targeting.
-Laser-guided targeting. Attach a laser to the GEP and enable it to guide a rocket to the designated location. Responsiveness based on skill level.
-Remote-guided. Attach a scope to the GEP and enable it to steer a rocket remotely. Responsiveness based on skill level.
-Damage lowered.
-Base accuracy lowered.
-Can have accuracy mods.
-Normal rockets are less common. WP rockets are more common. (less door blasters is the intention).
-Using range mods increases rocket speed.


Flamethrower:

-Upgrading with range mods actually increases the range of the flamethrower now.
-Halved cannister size.
-Can have clip mods.
-Slightly improved flame effects.


LAW:

-It's scope is now usable
-Rare to find.


__MELEE WEAPONS/LOW-TECH__



Throwing Knifes:

-Increased damage
-Increased air speed
-Increased carrying capacity
-Much more common to find.


Riot Prod:

-Slightly increased damage and range.
-Clip Size=2, but can have reload speed and clip size mods.


Baton:

-Increased damage.
-Slightly increased range. (range of all melee weapons increased ever so slightly primarily to help NPCs connect).


Crowbar, Combat Knife & Sword:

-Increased damage
-Slightly Increased range.


Dragons tooth Sword:

-Lowered damage significantly.
-Increased ability to break objects/doors etc (matches it's damage value in the in-game description like all the other weapons).
-Increased light radius.
-Increased range.


Note damage increases and some other stats apply to weapons enemies use too.


============================================

AI

============================================


__Universal AI alterations__


-Certain AI react to stealing.
-AI can shift objects blocking their path.
-Shotgun wielding enemies are far more threatening and have a tracer effect.
-More varied pain & death sound effects.
-AI react to sound events more realistically and are no longer open to exploitation when seeking the source of a sound.
-Faster Reload Speed.
-Further view & hearing range as well as larger FOV (all still not even close to a real humans senses,
peripheral etc, but more challenging and give the enemy a fighting chance).
-Greater variation in the facial looks of some types (UNATCO Troops and HK Police primarily).
-Longer Cooldown times. (Cooldown times are how long it takes to give up and return to patrolling).
-Faster Yaw Rotation Speed (makes pawns turning on the spot more convincing).
-Slightly better accuracy.
-Max # of provocations lowered across the board. Shoot them they actually react immediately, commit a crime they see they actually react and so on.
-Many other miscellaneous changes in behaviour and reactions.
-Increased range at which they can open fire.
-Lowered the chances of an enemy running off scared when damaged.
-Certain AI run when patrolling rather than walk.
-Pain sounds clamp increased to 0.5 from 0.25.
-Surprise period increased (surprise period is the time period in which an enemy spots you but doesn't start attacking/confirmed you to be a threat).
-More of them to kill, KO, avoid, trick or destroy where appropriate.
-AI standing next to each other but not facing one another notice if their buddy is killed/K.O'ed (sound of body hitting the floor makes them turn around).
-Map issues relating to AI fixed (pathfinding issues most notably).


__AI Changes Unique to a Class__


Security Bot 3:

-Faster Movement Speed.
-Fire rockets.
-Utilize stealth tech.
-Unique SFX for it's machine gun.
-Increased sound radius so you can hear them if nearby.

Security Bot 2:

-Have flamethrower for close range. Gives greater purpose to fire extinguishers and Energy shield aug, and makes them a greater threat up close in general.


Doberman:

-Faster Movement speed.
-Greater attack damage.
-Slightly more health.


MilitaryBot:

-Rockets are more powerful, have a larger blast radius and new SFX.
-Slightly faster Movement Speed.
-HDTP-related bugs fixed.
-Can hear them moving and scanning from a greater distance.


MJ12 Commando:

-New Death and footstep sounds.
-Increased health
-Increased rocket blast radius
-Lowered machine gun attack damage and close range multiplier (no instant death to player on harder difficulties at close range).


Scuba Diver:

-Swims slightly faster.


Simons, Anna & Gunther:

-Increased health.


Turrets:

-Increased attack range.
-15% hackstrength (multitools) for all turrets. 


Cameras:

-Increased view range.
-10% hackstrength for all cameras.
-Cameras spot corpses and sound a unique alarm. !BEWARE!


Greasels:

-Increased spit range.


Karkians & baby Karkians:

-Increased health and movement speed.


Gray:

-Increased health.
-Increased movement speed.
-Increased Attack range.
-Cannot be set on fire.


Civilians:

-Many minor changes for believability/simulation.



__NEW AI TYPES__


MJ12 Elite:

-Use Thermoptic camo.
-Have increased health.
-Unique look.

Military Bot:

-Unique look.
-Very durable.

MiB Mk.II:

-speed enhancement aug.
-Energy shield aug
-Ballistic protection augs.
-Holds two-handed weapons one-handed
-Never drop their weapon
-Cannot be set on fire, though fire still hurts them.
-Toughest enemy in the game, under Page's mind control and in his desperation he orders the remaining MiB's to be augmented, even though
it will kill them eventually (Gray Death).


All new AI types are only encountered late in the game.

======================================

SKILL SYSTEM

======================================


-Anything not mentioned regarding the skill system remains as per in the original game.
-All changes to the skill system was primarily to achieve balance.
-All skills have skill point cost modifications
-All skills have clearer descriptions.
-All skills display how many skill points it takes to achieve master level.


New Skill (Stealth):

-New stealth skill to counter GMDX's AI improvements.
-Lvl1= reduced sound made when landing from height (-50%).
-Lvl2= reduced footstep sounds. (-40%).
-Lvl4= reduced enemy vision range (-30%).


Lockpicking:

-Less lockpicks to be found.
-Lowered effectiveness per pick. (Lvl1=5%, Lvl2=10%, Lvl3=15%, Lvl4=50%). Note the significantly large final jump at master level, this is an investment bonus just
like the weapons skills have vanilla.
-Altered mover values and new locked movers (movers are doors).


Tech:

-Same as lockpicking above. You WILL need to upgrade these if you want to loot/hack/explore everything.


Demolitions:

-Lowered detonation time for enemy-placed mines (Lvl1=0.5 seconds, Lvl2=1 second, Lvl 3=1.5, Lvl4=7 seconds (significant jump/investment bonus at Lvl 4 as above)).
-Increased proximity radius for enemy-placed mines by 50%.
-More enemy-placed mines in the map.
-Gas grenades are more deadly.
-LAMs are slightly less deadly.


Environmental Training:

-Upgrade the skill to stack suits in inventory (+1 per upgrade).
-Ballistic vest lasts longer but provides reduced protection (50%, constant no matter the skill level).
-Hazmats too provide lesser protection unless environmental training is upgraded (Lvl1=20%, Lvl2=40%, Lvl3=60%, Lvl4=80%).
-Hazmats protect you against electricity damage (bug fix).
-More dangerous hazards to encounter in the game.
-A modification with a negative impact on Environmental Training skill is that rebreathers are no longer in the game (to give the swimming skill more weight),
but the above more than counters this and rebreathers were hardly influenced by the skill anyhow, they were extremely good at untrained level.


Medical:

-Small max health bonus to head and torso per upgrade (+10).
-Use a medkit at advanced and master to nullify poisoned effect.


All Weapon Skills:

-N/A (see weapons section above for stuff related to weapons skills).


Computers:

-Now named 'Hacking'. The skill didn't make you excel in excel, it was for hacking/cracking only. Mind you logic and realism is for the most part exempt from the
skill system but every little detail helps.
-Implemented an initial chance of detection: Trained= 50% chance of initial detection. Advanced= 25% chance. Master= 0%.
-You can only reconfigure turrets at Master level.
-At master level the bar drains extremely slowly so you can read emails and such at your leisure.
-20% less money can be syphoned out of ATMs. Encourages upgrading the skill further to get more money/credits.
-!You are no longer invisible and can be killed whilst hacking!


Swimming:

-The Swimming skill is almost a requirement to swim in most instances if you do not choose aqualung aug and because of this actually has some worth now.
-Drowning damage increased
-Blurry vision effect whilst drowning.
-Very few rebreathers in the game.
-Minor Level design alterations with swimming in mind.
-Regeneration aug doesn't counter drowning damage.
-Untrained swimming skill value lowered: 0.7, 1, 1.5, 2.5 (significant jump/investment bonus at master level).


Of course as per the default design you cannot have all the skills in one playthrough, not even half of them. Choose your skills wisely.

======================================

AUGMENTATIONS

======================================


note: Some augs made passive/always active, mostly in the name of a balanced aug system.
5 passive in total.

---------------

Microfibral Muscle (Passive):

-Deal damage to enemies by throwing objects. damage based on mass, velocity, aug level & hit location. A very fun aug.
-At max aug level you can jump whilst carrying heavy objects.
-Right click to drop carried object, left click to power throw.
-If you K.O a MIB/WIB you can use their corpse as a explosive grenade by throwing them at higher aug levels.
-Everything in the environment becomes a deadly weapon.


Combat Strength (Passive):

-Passive to balance out against new & improved Microfibral muscle.

---------------

Regeneration:

-Faster energy drain
-!Less health gained per 2 seconds (it cycled every 1 second vanilla)! Significant reduction of effectiveness as regen overrode many aspects of the RPG systems'
worth (e.g you could counter drowning damage, radiation damage etc with it, but no longer).


Energy Shield:

-Made passive to be a worthy choice over regeneration.
-Also protects you against EMP attacks (EMP shield + Energy Shield merged).

---------------

Ballistic Protection:

-Reduced protection values to 35% 45% 55% 65%
-Reduced bioelectricity drain significantly.


Ballistic protection (passive):

-A new aug. Same as ballistic protection but half as effective (20%, 25%, 30%, 35%) yet always active with no energy drain.
-Replaces EMP shield (EMP merged with Energy shield as stated above).


---------------

Spy Drone:

-Reduced Bioenergy costs.


Aggressive Defense System:

-No longer detonates Plasma Bolts & Proximity mines.
-New SFX when activated


---------------

Cloak:

-Player can visually see JC's hands/guns turning invisible/transparent.
 

Radar Transparency:

-Lowered Bioelectricity costs by 30% as cloak is somewhat more useful.

----------------

Run Silent: Lowered BE costs. Do not ever take this aug it's completely worthless (even for stealth playthroughs as speed enhancement + crouch= silent running)
as many are aware. I intend to replace this aug eventually but I need an animator to help implement it's substitute.


Speed Enhancement:

N/A

----------------

Aqualung:

-Aqualung is now passive, always active.
-Many changes related to swimming (see swimming skill listed above).


Environmental Resistance:

-ER protects you against shock/electricity damage in addition to it's default resistances.
-Many changes related to Environmental hazards (see environmental resistance skill listed above).
-Added new activation SFX.

----------------

Synthetic heart:

-Lowered Bioelectric energy costs.


Power Recirculator:

N/A

----------------

Vision Enhancement:

-added new activation SFX


Targeting:

N/A

----------------

Light: Lowered bioelectricity drain slightly.

=========================================

OPTIONAL HARDCORE MODE

=========================================


-Disables manual saving, enables save points and map transition autosave.
-Cycles through 20 save slots (# of slots can be increased or decreased via user.ini).
-Disables weapon auto reloading.
-Disables console commands/cheats.
-Choose the hardcore option from the new game screen.
-If hardcore is not chosen save points will not appear and quicksave/save anywhere is enabled.
-Not recommended for all but the most hardcore fans.

This system unlocks Deus Ex's true potential in terms of choice and consequence, challenge and balance.

=========================================

MISCELLANEOUS:

=========================================


-Medbots and repairbots can only be used twice each (not including installing augs).
-JC Grunts less frequently when jumping and also has a unique grunt for throwing with microfibral Muscle.
-Added simulated effect for landing from height/bending of the knees. Only happens if landed from moderate height, and scales in magnitude based on velocity.
-Changed player death SFX. JC no longer shares the same death SFX as every male NPC in the game (and all other males have varied sounds now too as stated before).
-Option to bypass loading the new game intro scene. Toggle in main menu. Useful for old machines.
-Various effects modified such as Explosion effects and gore.
-Expanded inventory item descriptions.
-Autosave after a loading screen. Implemented for hardcore mode, but is convenient for the other difficulties too.
-Refined object descriptions, for example locked doors display "Lock Complexity" rather than "Lock Str".
-Many changes to sound design. For example All weapons fired can be heard at longer ranges & all alarm types are quieter but have a larger radius,
which is good because a playthrough of Deus Ex usually consists of loud alarm after loud alarm BEEP! BEEP! BEEP!   
-The small and medium-sized generic green shipping crates are no longer invincible primarily so they break when thrown with Microfibral muscle.
-Fire extinguishers are slightly more effective at blinding enemies.
-Using lockpicks/multitools is 25% faster.
-Water coolers heal two points.
-Biocells now restore 30 points.
-Combat start up music check time increased by 1 second. Reduces the chances of combat music playing when taking down an enemy in a quick time frame.
-Forced HDTP scope view colour to default as it is more realistic this way. Default looks far more pleasing to the eye anyhow.
-Reduced intensity of view blinding effect when damaged by burnt type damage (plasma rifle most notably).
-Damaging breakable objects spawns fragments each individual shot/hit.
-TNT crates are no longer super powerful.
-Minor improvements to rocket behavior.
-When poisoned damage occurs in three second intervals as opposed to the default two.
-Flares last longer.



========================================

MAPS:

========================================


Maps have been worked over on a large scale, yet with a very conservative approach. The focus is primarily on gameplay-related changes: ammo redistribution, AI behaviour, balance of paths, better events,
many changes related to the skill system, small map expansions, all notable bugs & inconsistencies fixed, small changes in the interest of realism and much more.
Predominantly gameplay-focused, yet still a notable focus on visuals: proper texture alignments (designed with New Vision and the DX10 renderer in mind), extra
decorative detail for the most lacking of maps as well as many skybox improvements.

Designed with the DX10 renderer and New Vision for best effect, not using these two mods certain things will not look right, such as the Battery park Skybox.
You can download these two mods by following the detailed installation guide.

The intention/appraoch is as if the developers themselves took longer refining the maps. A very conservative approach, and for good reason - Deus Ex's level design
is exceptional.
This is my approach taken with the mod in general, yet no holds barred. It's not a product so it can be as hardcore as I want it to be, which is very yet reasonable.

=========================================

BUGS/EXPLOITS/INCONSISTENCIES

=========================================


Maps:

-!All known map bugs fixed, and then some!

Code:

-Multitool & Lockpick glitch fixed, you can no longer open anything with one tool/pick.
-Skillpoint glitches fixed: vandenberg and sub base as well as the pistol downgrade trick.
-New game inventory bug fixed.
-Inventory 'stacking behind' glitch fixed.
-Fixed a number of HDTP issues.
-Paul disappearing from the ton glitch fixed.
-Plasma rifle fire sound bug fixed.
-AI sound event exploit.
-Lamps now emit light properly.
-Ford Schick appears at Smugglers if you rescue him.
-Jaime Reyes appears at Tong's base at the correct part of the story if you request he join you.
-Standing on a pillow doesn't throw you around erratically.
-Paul won't disappear from the 'Ton hotel.
-You can no longer kill yourself during loading screen transitions and pick up items of your own corpse (exploit for duplicating items).
-Manderly will recognise non-lethal efforts at battery park.
-Hazmats protect you against electricity damage.
-Fixed an issue where throwing knifes found on corpses displayed a blank icon.

//Feature list end.
« Last Edit: 20. July 2014, 04:01:37 by Join usss! »

67510ef10534aPrimitive Primate

Re: GMDX v6 Beta (DX Mod)
67510ef10539c
More Adam Jensen?
Re: GMDX v6 Beta (DX Mod)
67510ef105505
Can I request another tester again? I've picked up two testers from here and both were extremely resourceful, another would be great before I release this next version.

AP, nudge for you too as watching you play is the best kind of feedback one can have, even if you are playing a outdated version.
Re: GMDX v6 Beta (DX Mod)
67510ef1056da
4 episodes hot off the griddle

https://www.youtube.com/watch?v=nOnf9umz5Xo

https://www.youtube.com/watch?v=x7XHerJEBMY

https://www.youtube.com/watch?v=9VZ2JyX0EMA

https://www.youtube.com/watch?v=L30-WSEIHic

Also, I'd be willing to test any new stuff you got in the works, just PM me and we'll work it out
« Last Edit: 23. July 2014, 23:40:23 by AP »
Re: GMDX v6 Beta (DX Mod)
67510ef105903
1. Plasma rifle: yeah it's been modified to be a lot more useful

-Increased damage. (lack of damage was the weapon's primary issue vanilla)
-Using range mods increases projectile speed. (vanilla range mods did nothing).
-Slightly improved plasma effects. (v6.1- you don't have this version)
-Fixed fire sound bug. (v6.1)
-Unique SFX when toggling the scope. (v6.1)

This is in addition to the universal changes such as recoil.

Remember, none of the weapons are bad. The intention is balance, they all have their uses. They were balanced reasonably well vanilla save a few things such as of the plasma rifle of course.

2. Dude, you finally tried throwing but somehow missed that Left Click= Power throw, Right Click= vanilla throw. :/

3. That inverted map texture I can easily fix. It may not even be new Vision's fault but a vanilla issue. Well spotted.

4.  Augs: again, balance. Spy Drone doesn't drain energy quite so fast as vanilla, Aggressive Defence System no longer detonates plasma bolts and proximity mines.   

5. Just a reminder: remember that you can use multitools on cameras. doing so is more worthy of consideration in GMDX as cameras are a greater threat and their hackstrength is lowered.

Oh, unfortunately you cannot have the latest version of GMDX for testing as it is incompatible with your current playthough. Quite a bit has been changed and been added since v5 and conflicts are guaranteed. 
Shame really.
Re: GMDX v6 Beta (DX Mod)
67510ef105a23
Is multiple installs of the game possible? I could use V5 for the playthrough and then test out the new version on a separate playthrough.

67510ef105aefvoodoo47

Re: GMDX v6 Beta (DX Mod)
67510ef105b41
old games usually don't care much about the registry, so making a copy of the install and changing the data paths in the cfgs is usually enough.
Re: GMDX v6 Beta (DX Mod)
67510ef105c39
Copy your Deus Ex directory would be the easiest but most costly (in bytes) method.

Edit: ninja'd

You won't need to change any paths though.
« Last Edit: 23. July 2014, 17:24:18 by Join usss! »

67510ef105cdfvoodoo47

Re: GMDX v6 Beta (DX Mod)
67510ef105d2b
also, that guy saying he's hungry while being on fire was hilarious.
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